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Alcatraz: The Scapegoat» Forums » Variants

Subject: Alcatraz: The Scapegoat (house rule) rss

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Kristian Mitchell-Dolby
United Kingdom
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Got Alcatraz: The Scapegoat for Christmas and it fits our group rather well but I'm not sure on the rule that scapegoat is still allowed to escape at the end of the game. Means that if there is a clear escape party they can assign the scapegoat amongst themselves in order to avoid them messing with them too much. Also means that being the scapegoat you can still negotiate a deal in order to be part of the escape party.

I think it's more interesting if the scapegoat has to be assigned as the person to be left behind so you know you definitely cannot win if you are the scapegoat which enhances the need to mess with the others and give the person to be left behind an advanced warning and slight advantage in the final round. So makes sense to assume that if the escape fails then the scapegoat at the time effectively wins having cut a deal to shorten their sentence or whatever by effectively turning in the others.

Was wondering if anyone else had thought about these variants to spice the game up a bit? Or any other thoughts on the game. The end game as it's written does seem to lack a little drama.
 
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Liam
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Moved from General Gaming to Alcatraz: The Scapegoat : Variants.
 
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Szymon Pobudkiewicz
Poland
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In my version the rules say that scapegoat can't escape, unless I've read them wrong. But that's the only logical way
 
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Sean Tompkins
United States
San Antonio
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mesiash wrote:
In my version the rules say that scapegoat can't escape, unless I've read them wrong. But that's the only logical way


In the first edition rules the sequence goes like this:

1) Can all the elements of the plan be completed by the players without the scapegoat? If yes, they win, scapegoat loses.

2) Can all the elements of the plan be completed by the players if the scapegoat is included, and someone else is left out? If so, the players who can complete the plan win, and those who are unnecessary lose.
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Sean Tompkins
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KristianJMD wrote:

Was wondering if anyone else had thought about these variants to spice the game up a bit? Or any other thoughts on the game. The end game as it's written does seem to lack a little drama.


I don't necessarily care for the scapegoat winning and everyone else losing, but it might work for your group. I like that the game has the balance of encouraging everyone to work together, else EVERYONE will lose - but you want to work together selfishly. There's plenty of incentive to mess with the plan every time you are scapegoat - adding more incentive would just bog the game down I think.

To me, a lot of the strategy is timing when you will be scapegoat, so you can set the team up for success and then use your tie-break ability to put the right person into the scapegoat position while you enjoy escape...

 
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